Coin Slide Board Game and Method of Play

ABSTRACT

A coin slide board game is played on a rectangular gameboard apparatus that has a smooth playing surface, two side rails (one on each long side of the playfield), and a demarcated starting region (scoring area) at each end of the playfield deep enough for at least one coin to occupy the space. The method of play is includes sliding a coin with a flick of the finger from one end of the playfield to the other trying to have it land in the scoring area at the far end. The gameboard apparatus is small, simple, light-weight (for easy transport and storage) and inexpensive to construct. This is a gameplay device where the age, intelligence or physical size/strength of the players has lithe, if any, bearing on success. In addition to the winner having bragging rights, as there is in similar games, in versions of the game the loser has a penalty consequence adding to the entertainment value.

PRIORITY CLAIM

This application claims the benefit of U.S. Provisional Application No. 62/968,700, filed Jan. 31, 2020, the disclosures of which are incorporated by reference in their entirety.

BACKGROUND

The field of the present invention relates generally to a coin slide board game and method of play. The present invention is similar to shuffle board with notable differences in design, size, weight and method of play. Potential patent classifications for this invention include A63F7/0005—Indoor games using small moving playing bodies, e.g. balls, discs or blocks played on a table, the ball or other playing body being rolled or slid from one side of the table in more than one direction or having more than one entering position on this same side, e.g. shuffle boards.

In a conventional game of skill that uses a gameboard apparatus, the objective is for one player or team to outscore their opponent. Typically, such games are won by the player or team that can most consistently acquire points in accordance with the rules of play. In most games, a player's acquired strategy, technique, physical size, strength, age, and/or intelligence have a strong bearing on their ability to win. Such games generally require players to either follow complex rules or are otherwise difficult to play for the widest population of potential players. Also, typically such games are expensive, large, and heavy and/or of complex design and construction making them difficult to manufacture, move, set up, and store. Moreover, such games typically use unique and/or proprietary gameplay pieces that are not readily replaceable if lost or damaged. And, often such games are played from only one end of the playfield for all players resulting in slow gameplay. Also, typically, there is no penalty consequence for the loser. The present invention and associated method of play advantageously fill these needs and address the aforementioned deficiencies.

SUMMARY OF THE INVENTION

The present invention is a gameboard apparatus that provides entertaining gameplay that is easy-to-learn and that is suitable for a wide variety of people. Furthermore, the gameboard apparatus is small, simple, light-weight (for easy transport and storage) and inexpensive to construct. And, the present invention is a gameplay device where the age, intelligence or physical size/strength of the players has little, if any, bearing on success. In addition to the winner having bragging rights, as there is in similar games, in versions of the game the loser has a penalty consequence adding to the entertainment value. The penalty consequence is generally a slightly humiliating act such as “howl like a wolf”, “speak with a French accent” or the consequence could be related to drinking where the loser might be required to, for instance, “drink a beer” or “take a shot of tequila”. The present gameboard apparatus invention has a rigid, planar, rectangular shape with wood rails on the two longitudinal sides and a hardboard playfield.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 shows the gameboard apparatus 12 in a perspective view. There is a playfield 1 with a side rail 2 on each of the two long sides of the playfield 1. The playfield 1 has a centerline 4 and at each end is a “scoring line” 5/6. There is an “end of playfield” 7/8 at each end of the playfield 1. The disk on the playfield 1 represents the coin 3 play piece.

FIG. 2 shows how the coin side board game typically is scored based on the potential locations where the coin 3 could stop after it is set in motion by the active player. Note that the coin 3 starting region is inside the “scoring zone” 9 nearest the active player.

FIG. 3 shows the playfield 1 in a perspective view with centerline 4, scoring line 5, scoring line 6, “end of playfield 7, and “end of playfield” 8.

FIG. 4 shows a side rail 2 in a perspective view with longitudinal slot into which the long side of playfield 1 is fitted and glued into place.

FIG. 5 shows a simplified gameplay rules schematic.

DETAILED DESCRIPTION

The following description includes exemplary embodiments of the invention. This description is not to be taken in a limiting sense, but is meant only to illustrate the general principles of the invention. Various inventive features are described below that can each be used independently or in combination.

The present invention is directed to the gameboard apparatus 12 for a coin slide board game and method of play. The game is designed to be played by two, four or six players. The invention is best understood by reference to the drawings. Referring first to FIGS. 1, 3 and 4, an embodiment of the gameboard apparatus 12 of this invention is comprised of a rigid planar, rectangular playfield 1 made of hardboard with a smooth, painted playing surface; and, wood side rails 2 each with a longitudinal slot into which the long sides of the playfield 1 are fitted and glued. The longitudinal slot in each side rail 2 makes assembly easy and assures the strength and rigidity of the gameboard apparatus 12. The gameboard 12 apparatus can be made to any length, however, for practical purposes of maintaining a low weight, ease of transport, and minimizing storage space the gameboard apparatus 12 usually will be about 22-24 inches long and weigh about 2 lb.

The smooth playfield 1 surface allows a coin 3 to freely slide across it when propelled by the active player (usually by the flick of a finger by the active player). The side rails 2 keep the coin 3 from going off the sides of the playfield 1. Players will flip a coin 3 to determine the order of play. The coin 3 to be used as the play piece typically is a quarter, though any coin 3 can be used.

The game is played by alternate players sliding a coin 3 from the starting region (scoring zone 9/10) at the active player's end of the playfield 1 toward the opposite scoring zone. The object of the game is to have the coin 3 stop on the “scoring line” 5/6, in the “scoring zone” 9/10 or hang over the “end of playfield” 7/8. There is a centerline 4 on the playfield 1 perpendicular to the direction of play marking the playfield 1 mid-point. There also is a scoring line 5/6 near each “end of playfield” 7/8; the scoring line 5/6 also is perpendicular to the direction of play. The area between each scoring line 5/6 and its respective “end of playfield” 7/8 is called the scoring zone 9/10. FIG. 2 shows the potential points gained depending on where the coin 3 lands. The active player repeats his turn until the coin 3 completely passes the centerline 4. The score for that play is assessed and then the other player takes their turn.

Two Players: See FIG. 5 for simplified gameplay rules. The basic game is played with one player on each opposing side. The basic game is played for bragging rights. The game is easy to play but challenging to win. The players can decide the number of points necessary to win a round and the number of rounds that must be won to win the match. Typically, the winner of each round is declared when one player reaches or exceeds the pre-determined score. The first player to win a pre-determined number of rounds wins the match. Note that during a round, if the player that played first is first to reach or exceed the pre-determined score, the other player still gets their last turn and potentially could win the round if their final score is higher. In the event of a tie, “sudden death” play continues until one of the players has a higher score.

Four Players or Six Players: The basic game for four or six players is played the same as it is with two players, except:

1. Two coins will be used for four players and three coins will be used for six players.

2. Each player on a side plays their coin. The score is called out after the last player on the side plays. Then the other side plays their coins. Note that after the first player on a side plays their coin, a subsequent player on that side potentially could hit the other coin which could in turn affect the points won for the team.

3. Because points will accumulate faster with multiple players on each side, the score required to win a round typically for more players is increased to a value that is mutually agreeable to both sides.

An Alternate Game: This version of the game is more difficult than the basic game. Additional coins 11 are placed on the centerline 4 with the number of centerline coins 11 mutually agreed to by both sides. To avoid confusion, the centerline 4 coins 11 should be different from the coin 3 play piece—for example, use nickels if a quarter is the coin 3 play piece. If any of the centerline coins 11 land on or beyond the scoring line 5/6, points are awarded at two times the value described in the rules above and the coin 11 is then removed.

Beyond Bragging Rights—Drinking Game: The drinking game version is simple. Before play, both sides agree to what beverage the loser of the round must drink.

Beyond Bragging Rights—Play For Consequences: To make the basic game more interesting, in this version of the game there is a penalty consequence for loser of the match (or round).

The gameboard apparatus 12 may also have one or more of the following options:

1. The gameboard apparatus 12 described above and illustrated in FIGS. 1 through 4, although shown in black and white, is visualized to be in a variety of colors. It will be understood by those skilled in the art that changes in forms and details may be made without departing from the spirit and scope of the present application.

2. The playfield 1, alternatively, can be made without side rails that keep the coin from going off the sides.

3. The gameboard apparatus 12 may be made of wood, wood composite, plastic, metal, glass or stone or any combination of these materials provided the playfield 1 is flat and smooth. Almost any rigid material would be acceptable.

4. If the gameboard apparatus 12 is made of metal, glass, or plastic, it may be extruded or cast.

5. The side rails 2 and playfield 1 may be separate pieces or all one piece. If separate pieces, they may be joined together by interference fit; snap together; or glue for wood, plastic, metal, glass, or stone; or may be welded together for metal or plastic pieces. Manufacturing also can be by making gameboard apparatus 12 can made by extruding in one piece, cast in one piece, milled from one piece of rigid material, or produced with a 3D printer in multiple pieces or in one piece.

6. Though typically a quarter (a 25 cent coin) is used as the play piece coin 3, any coin may be used that is agreeable to both sides.

7. Any three-dimensional object that is agreeable to both sides may be used as a play piece in place of a coin 3 provided the object can be rolled or slid across the playfield.

8. The gameboard apparatus 12 may have a catchment at each end of the playfield 1 to contain coins that go off the end.

9. The gameboard apparatus 12 may have a natural finish or may be painted or have a clear coat of varnish or similar material.

10. The playfield 1 may be unpainted provided it is smooth.

11. The gameboard apparatus 12 can be stored in a fabric bag, a carrying case, a box, or something similar.

12. The game board apparatus 12 can incorporate a scoring mechanism to keep track of each player's (or team's) points.

13. Though the coin is normally propelled down the playfield 1 with a flick of a finger, alternatively it may be slid with fingers without flicking or a separate device may be employed based on a ramp and gravity, spring activation, or a mechanical activation.

14. The playfield 1 may be made of a flexible material as long as it lies flat and the surface is smooth.

Similarly, the associated method of play may also include one or more of the following steps:

1. The game may be played with additional coins 11 prepositioned on the playfield as obstacles or as additional scoring pieces.

2. The game may be played with different point values won for landing on the scoring line, between the scoring line and the end of playfield, and hanging off the end of the playfield (for maximum points).

3. Playfield 1 targets different from the centerline coins 11, scoring line 5/6, and “end of playfield” 718 may be used. Playfield 1 targets can be a straight line, a curved line, or may be of any two-dimensional geometric shape. Playfield 1 targets may be located anywhere on the playfield.

The disclosed coin slide board game is unique when compared with other known board games because (1) it is comparatively small, light-weight, and simple making it inexpensive to manufacture, easy to move, and easy to store; (2) no setup is required; (3) there are no electrical or electronic parts; (4) other than the coin 3 and centerline coins 11, there are no moving parts; (5) since the play piece coin 3 and centerline coins 11 are not special or proprietary parts they easily can be replaced if lost or damaged; (6) the gameboard apparatus 12 can be manufactured from almost any rigid material, and; (7) there is great flexibility in how the disclosed gameboard apparatus 12 is manufactured.

Also, the present invention is unique when compared with other known board games because (1) it is based solely on skill; (2) the rules are simple; (3) players play from opposite ends of the playfield 1 resulting in fast-paced gameplay; (4) winning does not rely on a player's acquired strategy, technique, ability to follow complex instructions, physical size, strength, age, and/or intelligence, and (5) the game can be played with a penalty consequence for the loser. The only requirements for the player are the player's ability to see the playfield, the physical dexterity to propel the coin 1 by the flick of a finger with some consistency down the playfield 1 toward the opposite scoring zone, and the ability to do simple addition to keep track of the score. The friction between the coin 3 and the playfield 1 causes the coin 3 to slow down. The friction is a function of the smoothness of the playfield 1, the smoothness of the coin 3, the weight of the coin, and the speed of the coin 3. For the average player, the interplay of these variables makes consistently landing the coin in the scoring zone 9/10 challenging.

Furthermore, the game has simple rules, it is fast-paced, and it can be skillfully played by a wider range of players than comparable games since strategy, technique, physical size, strength, age, and/or intelligence have virtually no bearing on winning. And, unlike most other games, there can be a penalty consequence for loser thereby adding to the entertainment provided by the game.

This disclosure will now provide a more detailed and specific description that will refer to the accompanying drawings. The drawings and specific descriptions of the drawings, as well as any specific or alternative embodiments discussed, are intended to be read in conjunction with the entirety of this disclosure. The coin slide board game and method of play of the present invention may, however, be embodied in many different forms and should not be construed as being limited to the embodiments set forth herein; rather, these embodiments are provided by way of illustration only and so that this disclosure will be thorough, complete and fully convey understanding to those skilled in the art.

The terminology used herein is for the purpose of describing particular embodiments only and is not intended to be limiting of the invention. As used herein, the singular forms “a”, “an” and “the” are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will be further understood that the term “comprise” when used in this specification, specifies the presence of stated feature, elements, and/or components, but does not preclude the presence or addition of one or more other features, elements, components, and/or groups thereof. As used herein, the term “and/or” includes any and all combinations of one or more of the associated listed items.

Unless otherwise defined, all terms (including technical and scientific terms) used herein have the same meaning as commonly understood by one of ordinary skill in the art to which the present invention belongs. It will be further understood that terms, such as those defined in commonly used dictionaries, should be interpreted as having a meaning that is consistent with their meaning in the context of the specification and relevant art and should not be interpreted in an idealized or overly formal sense unless expressly so defined herein. Well-known functions or constructions may not be described in detail for brevity and/or clarity.

Different features, variations and multiple different embodiments have been shown and described with various details. What has been described in this application at times in terms of specific embodiments is done for illustrative purposes only and without the intent to limit or suggest that what has been conceived is only one particular embodiment or specific embodiments. It is to be understood that this disclosure is not limited to any single specific embodiments or enumerated variations. Many modifications, variations and other embodiments will come to mind of those skilled in the art, and which are intended to be and are in fact covered by this disclosure. It is indeed intended that the scope of this disclosure should be determined by a proper legal interpretation and construction of the disclosure, including equivalents, as understood by those of skill in the art relying upon the complete disclosure present at the time of filing. 

I claim:
 1. Apparatus for two, four, or six players playing a coin slide board game using a coin propelled by the flick of a finger. The comparatively small, light-weight gameboard apparatus comprising visually demarcating: a rigid, long, narrow, planar, rectangular playfield; a side rail on each of the two long sides of the playfield to provide strength and keep the coin in play if the coin moves laterally while moving towards the far end of the playfield; a starting region (near scoring zone) from which a coin is to be flicked; a scoring line near each end of the playfield; a target scoring zone (the area between the scoring line and the end of playfield) at the far end of the playfield; a playfield centerline perpendicular to the long dimension of playfield; a free do-over area between the near scoring line and the centerline; a no-score area between the centerline and the far scoring line; a no-score area beyond of the far end of playfield
 2. The apparatus of claim 1, wherein the starting region for the active player is the scoring zone nearest to the active player, thereby accommodating one active player at a time.
 3. The apparatus of claim 1, wherein the playfield is bilaterally symmetrical about the centerline and the starting regions (also called the scoring zones) are located at each end of the playfield.
 4. Using the apparatus of claim 1, a method of two players playing a coin slide board game visually demarcating the playfield starting regions (also called the scoring zones) and the centerline, wherein a starting region for a first one of two competing players serves as scoring zone of a second one of the two competing players, and the starting region for the second one of the two competing players serves as the scoring zone of the first one of the two competing players, the method comprising: in a first phase of the coin slide board game, having the first player place a coin in the starting region for the first player and using the flick of a finger propel the coin towards the opposite scoring zone; awarding the first player a positive score upon the scoring line, in the scoring zone, or hanging off the far edge of the playfield, a free do-over if the coin does not pass the center line (similar to a foul ball in baseball), and no score if the coin lands between the centerline and the scoring line or goes off the far end of the playfield; having the second player place a coin in the starting region for the second player and using the flick of a finger, propel the coin towards the opposite scoring zone; awarding the second player a score in the same manner as the first player; and in this manner play alternates between players until a player cumulatively attains at least a minimum predetermined score in said first phase to win the round; and, play continues in this manner until the predetermined number of rounds is won by one of the players to win the match.
 5. The method of claim 4, further comprising a situation where the first player has reached or exceeded the predetermined score to win the round, but the second player is within reach of tying or exceeding this score, the second player shall play another turn; whichever player then has the highest score wins the round.
 6. The method of claim 5, further comprising a tied score at the end of a round; in the event of a tie, players continue for “sudden death” play taking alternate turns until one of the players has a higher score and wins the round.
 7. The method of claim 4, further comprising assigning a consequence for the losing player, the consequence will be a penalty action that the loser must perform.
 8. The method of claim 4, further comprising for teams of two or three players on each side (four or six players total), in the first phase, having each player on a team successively propel a separate coin towards the opposite scoring zone during that player's turn; the coin of the second (or third) player on a team may impact the coin of a previous player on his team thereby potentially affecting the score of each coin; the team score is assessed after the last player on the teams completes their play based on the final resting position of each coin played by the team; the second team then plays their turn in the same manner as the first team; play alternates between teams until a team cumulatively attains at least a minimum predetermined score in said first phase to win the round; and, play continues in this manner until the predetermined number of rounds is won by one of the teams to win the match.
 9. The method of claim 8, further comprising assigning a consequence for the losing team players, the consequence will be a penalty action that the losing team players must perform.
 10. The method of claim 4, further comprising positioning additional coins positioned on the centerline at the start of a round, these centerline coins being of a different size than the players' coin to distinguish them from the players' coin; centerline coins remain on the playfield for the entire round unless one lands on the scoring line, in the scoring zone, or hanging off the end of the playfield, then bonus points are assessed at twice the value of the players' coin if it had landed in the same position, centerline coins that have earned points are removed from the playfield for the balance of the round, centerline coins that have not earned points are not moved from whatever position they land for the duration of a round; the players' coin also is assessed for points based on its final resting position after each play; play alternates between the two players until the round is won, then the centerline coins are positioned again on the centerline for the beginning of a new round; and, play continues in this manner until the predetermined number of rounds is won by one of the players to win the match.
 11. Using the apparatus of claim 1, a method of two players playing a coin slide board game similar to football visually demarcating the playfield starting regions (also called the scoring zones) and the centerline, wherein a starting region for a first one of two competing players serves as scoring zone of a second one of the two competing players, and the starting region for the second one of the two competing players serves as the scoring zone of the first one of the two competing players, the method comprising: in a first phase of the coin slide board game similar to football, having the first player place a coin in the starting region for the first player and using the flick of a finger propel the coin towards the opposite scoring zone; from the coin's resting place the second player has four plays to move the coin towards the first player's far end of the playfield; if the coin went off the playing field, the second player positions the coin on the center line; to score points the second player must, by the fourth play, have the coin hang off the end of the playfield (touchdown); if no points are scored, the second player starts with the coin in their starting region and plays in a similar manner attempting to score a touchdown; if a touchdown is made, the active player scores six points; and, play continues to alternate in this manner until the predetermined score or time limit is reached and the player with the higher score is declared the winner.
 12. The method of claim 11, further comprising extra points can be earned by the active player after a touchdown by a single play of sliding the coin with a flick of the finger from centerline towards the scoring zone at the opposite end of the playfield; if the coin lands on the scoring line, one bonus point is awarded; if the coin lands in the scoring zone or hanging off the edge of the playfield, two bonus points are awarded; and, if the coin lands in any other position, no bonus points are awarded. 